Online game to promote physical activity

ABSTRACT

An online game that promotes physical activity by visually representing the comparative biometric data of a group of people. The biometric data may be collected using a variety of biometric devices. Each individual in the group selects an avatar for use in representing the biometric data. The biometric data is transmitted to a server and displayed collectively on a computer screen. Each individual&#39;s avatar is displayed on the screen and animated according the biometric data. In an example embodiment in which avatars are fish that are displayed on a fish tank background and the biometric data is steps counted by a pedometer, avatars associated with individuals having a higher step count are positioned above avatars for individuals having a lower step count. Biometric data may be collected from biometric devices at various time intervals and the display updated to reflect the changes in biometric data.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority to U.S. Provisional Application Ser.No. 61/168,313, filed Apr. 10, 2009, titled ONLINE GAME TO PROMOTEPHYSICAL ACTIVITY, and to U.S. application Ser. No. 12/756,390, filedApr. 8, 2012, titled ONLINE GAME TO PROMOTE PHYSICAL ACTIVITY, now U.S.Pat. No. 8,506,396, issued Aug. 13, 2013, the contents of which areincorporated by reference as if fully recited herein.

FIELD OF THE INVENTION

The present invention relates to computerized games that encouragehealthy habits among users. In particular, the present invention relatesto a computerized game that provides a visual representation of thecomparative activity levels of users in a fun and entertaining way.

BACKGROUND OF THE INVENTION

Across the different age categories of our society, obesity is on therise. Also on the rise are the health complications that obesity causes,such as diabetes, heart disease, hypertension, and stroke. Obesity isoften caused or furthered by a sedentary lifestyle. Television watching,video-game playing, and computer use are all things that can cause toolittle exercise in one's life. Children may gain unnecessary pounds whenthey spend too much time in front of the television, and adults may gainunwanted pounds due to sitting behind a desk all day.

For those people who wish to become more active it can be difficult tomeasure one's activity level on a day to day basis. This is especiallytrue if one's desire is to simply incorporate more walking into theirdaily routine. This is one reason why pedometers are widely available inthe marketplace and allow people to keep track of how many steps theytake each day.

However, even with a pedometer motivation to stay active can lessen orcease over time, which means that it is especially important for anyonewho wishes to become more active to have a continuous source ofmotivation. It is important that whenever possible physical activityhave an element of fun to it, since people are more likely to bephysically active when they perceive it as being fun and not simplyexercise. Friendly competition is another thing that can motivate peopleto be more physically active. Also, since people tend to enjoy playingcomputer games, incorporating a computer game element into a physicalactivity can make an activity even more enjoyable and increasemotivation to continue with the activity. Also, a game that supportsmultiple players and allows individuals to play against each other iseven more likely to keep people motivated. Therefore, there is a needfor a game that can allow people to keep track of and compare theirphysical activity with one another in order to provide friendlycompetition and motivation to do more activity. There is also a need fora game that is on-line so that it can be accessed from multiplecomputers, and therefore more convenient for a user to play the game.There is also a need for a game that makes it easy for users to uploadtheir activity data into the system. There is also a need for a fun andentertaining way of visually representing users and their activitylevels in the game, and a way for users to customize their gameexperience.

SUMMARY OF THE INVENTION

The present invention is an online game that promotes physical activityby visually representing the comparative biometric data of a group ofpeople. The biometric data may be collected using a variety of biometricdevices such as pedometers, glucometers, weight scales, etc. Eachindividual in the group selects an avatar for use in representing his orher biometric data. The biometric data is transmitted to a server anddisplayed collectively on a computer screen. Each individual's avatar isdisplayed on the screen and animated according the individual'sbiometric data. In an example embodiment in which avatars are fish thatare displayed on a fish tank background and the biometric data is stepscounted by a pedometer, avatars associated with individuals having ahigher step count may appear in different part of the tank than avatarsfor individuals having a lower step count. For example, avatars with ahigher level of biometric data may be positioned above avatars with alower level of biometric data. In other embodiments, the speed of theavatars may be varied according to levels of biometric data.

A variety of avatars and backgrounds may be used to represent thecomparative data. Biometric data may be collected from biometric devicesat various time intervals (e.g., hourly, daily, weekly) and the displaymay be updated to reflect the changes in biometric data. The individualsin the group can see how their biometric data compares the data of othermembers in the group by viewing the changes in the display. A variety ofvisual representations may be used (e.g., speed, size, location) toreflect the relative biometric data values. The ability to seecomparative visual representations allows the group to engage in healthycompetition to have the best biometric data.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a sample main tank page according to an example embodiment;

FIG. 2 is a sample log-in page according to an example embodiment;

FIG. 3 is a sample fitness profile page according to an exampleembodiment;

FIG. 4 is a sample avatar selection page according to an exampleembodiment;

FIG. 5 is a sample avatar profile page according to an exampleembodiment;

FIG. 6 is a sample game page layout diagram according to an exampleembodiment;

FIG. 7 is a sample kit of multiple pedometers sold for use with anexample embodiment targeted towards family use;

FIG. 8 is a sample log-in page according to an example embodimenttargeted towards family use;

FIG. 9 is a sample fitness profile page according to an exampleembodiment of FIG. 8;

FIG. 10 is a sample fitness profile page according to an exampleembodiment targeted towards family use;

FIG. 11 is a diagram of hardware components to support user interactionwith the system of an example embodiment;

FIG. 12 is a diagram of hardware components to support user interactionwith a system of an example embodiment;

FIG. 13 is a diagram of hardware components to support user interactionwith a system of an example embodiment;

FIG. 14 is a diagram of hardware components to support user interactionwith a system of an example embodiment, and

DETAILED DESCRIPTION

In one exemplary embodiment an on-line game provides visualrepresentations of the number of steps game users have taken as reportedby pedometers that the users are wearing. Referring to FIG. 1, a samplemain tank page according to an example embodiment is shown. The maintank page elements include a fish tank 100 that has a background image102, and multiple fish avatars 104 that are comprised of different typesof fish and are located throughout the tank 100. Each avatar 104represents a different user of the game. The fish avatars 104 in FIG. 1are animated and move around the tank 100 in such as way as to simulateswimming.

In some embodiments someone observing the fish tank on a touch screencan tap an avatar 104 to find out more about the person it represents.In these embodiments, when an avatar 104 is tapped, an on-screen tag 106appears near the avatar 104 that shows information about the avatar 104and the person that the avatar 104 represents. As shown in FIG. 1, anavatar 104 in the form of a catfish 108 has been tapped and the tag 106shows a profile picture 110 of the user and the user's name 112, whichin FIG. 1 is “Martin R.” The tag 106 also shows activity levelinformation 114, which in this example is that Martin R. has taken120,579 steps. In other embodiments, user information different fromthat shown in FIG. 1 may be shown on the tags 106. For example, inembodiments played by users in a work office environment, the tags 106may show the professional title of a user or the department they workin. In other embodiments different information may appear on the tags106. When a user is viewing the tank 100 on a screen that is not a touchscreen, an avatar tag 106 may be viewed by clicking a mouse over theavatar 104 or otherwise selecting the avatar 104.

Referring to FIG. 2, a sample user log-in page according to an exampleembodiment is shown. The log-in page elements include a background image102 that is the same as that in FIG. 1, and a log-in section 114. Thelog-in section 114 contains two text boxes 116 for entering a user'slog-in name and password. The log-in section 114 also includes a buttona user may select to log in once a user has entered their log-ininformation 118 and a button that routes the user to the main tank page120.

Referring to FIG. 3, a sample fitness profile page according to anexample embodiment is shown. The fitness profile page elements include abackground image 102 that is the same as FIGS. 1 and 2, and a fitnessprofile section 122. The fitness profile section 122 contains theprofile picture 110 of the user and an image of the user's avatar 104.The fitness profile section 122 also contains visual representations ofthe user's daily activity levels 124. In FIG. 3 the current dailyactivity level and the past seven daily activity levels are shown, butin other embodiments different time frames of daily activity levels 124may be shown. Also, in some embodiments the user may be able to accesspast daily activity level data that is no longer shown. In FIG. 3 thedaily activity levels 124 are represented as vertical bars 126 withheights that correspond to the number of steps the user took on aparticular day. The number of steps taken each day is printed on eachbar 126. The daily activity levels 124 include the activity level of thecurrent day, which in this example is April 9^(th), and the number ofsteps taken on April 9^(th) is 120,579. In other embodiments the dailyactivity levels 124 may be visually represented in different ways. Thefitness profile section 122 contains an explore tank button 120 forrouting the user to a main tank page, and also contains a customizebutton 128 that routes the user to a page where they can select theiravatar 104. The fitness profile section may also contain additionalinformation about the user, including their name and job information.

Referring to FIG. 4, a sample avatar selection page according to anexample embodiment is shown. The avatar selection page elements includea background image 102 that is the same as FIGS. 1, 2, and 3, and anavatar selection section 130. The avatar selection section 130 containsthe profile picture 110 of the user, as well as a picture of theircurrent avatar 104, which in FIG. 3 is a catfish 108. Toggle buttons 132allow the user to select which fish they want, and a sliding button 134allows the user to select how thick they want their avatar to be.Beneath the picture of the avatar 104, different color options for theavatar are also presented. Buttons allow the user to save their currentavatar selection or cancel it. An explore tank button 120 is alsoincluded in the avatar selection section 130, as well as a button forrouting the user to the fitness profile page 140 and an activity levelbar 126 showing the current day's activity level 124. The avatarselection section also includes a link for editing the user's profile142.

Referring to FIG. 5, a sample avatar profile page according to anexample embodiment is shown. This page allows the user to view thedifferent types of avatars 104 available in the game and determine theavatar 104 and color by which they wish to be represented in the fishtank 100. In this embodiment, the different avatar types are as follows:regal tang; swordtail; shark; angel fish; clown fish; catfish; tetra;and piranha. Each type of avatar 104 is available in three differenttypes of colors. In other embodiments different avatars may be availablefor user selection, whether they are different kinds of fish, ordifferent types of animals or people. The options to change an avatar'svisual characteristics such as color and size may vary as well.

Referring to FIG. 6, a sample game page layout diagram according to anexample embodiment is shown. In this layout, when a user first entersthe game they come to a main screen 142 where they can view the fishtank 100 and log into the game. Once the system has authenticated theuser, they can view a welcome user screen 144 that offers them theoptions of customizing their avatar 104, tracking their fitness, orviewing the fish tank 100. If they wish to review their activity levelsthey can go to a “Track Your Fitness” screen 146 where they can view thesteps they have taken in the last hour, the steps they took the daybefore, or the number of steps they have taken in the past month. Ifthey wish to customize their fish, then they are taken to acustomization screen 148 where they are able to choose their fish shape,choose the colors for their fish, or add biographical information andupload a picture to be part of their profile. Different embodiments mayhave different game layouts than that presented in FIG. 6, and may havemore or fewer game pages. For example, in some embodiments a user may berouted directly to the fish tank from any web page. Also, in differentembodiments different page layouts may be used in order to provideadditional options for customizing the user's experience, recordingactivity data, viewing the fish tank, or reporting activity data.

In an exemplary embodiment the on-line game is played by users who sharea common characteristic, such as working at the same office or in thesame building. In such an embodiment the users can view the pages of thegame on-line through a web application, so that the game can be accessedfrom any computer that has internet. If the game is only played by userswho have computers that are all on a shared network, then the internetmay not be necessary for facilitating the game. In some embodiments atouch screen may also be dedicated to showing the fish tank and allowingusers to interact with the game via its touch screen. In otherembodiments, a live display of the fish tank on a computer or TV screenmay otherwise be available for viewing and interaction by users of thegame. Also, while the game may be played by multiple persons in the sameoffice or building, due to the web application it may also be playedamong persons who are at a distance from each other.

In some embodiments the game may be played by family members in order toencourage physical activity and a healthy lifestyle at home. Referringto FIG. 7, a sample pedometer kit according to an example embodiment isshown. This kit 150 contains four pedometers 152 that can be used by afamily or four other individuals. The kit 150 may also include softwarenecessary for uploading data from the pedometers to the vendor'sdatabases, USB cords or wireless routers for uploading data from thepedometer to a computer, and instructions on how to use the pedometersand participate in the on-line game. The kit may also include any othertype of software, activity measurement device, or information necessaryor helpful to playing the on-line game. While the kit shown in FIG. 7 isaimed to be used by four individuals, other kit embodiments may havemore or fewer pedometers 152 and be targeted towards use with more orfewer than four people.

Referring to FIG. 8, a sample log-in page according to an exampleembodiment targeted towards family use is shown. This log-in pagecontains text boxes 116 for a user to provide their log in username andpassword in order to obtain entry into the game. Also, the log-in pagecontains various links to other pages that discuss different topics thatmay be of interest to someone playing the game.

Referring to FIG. 9, a sample fitness profile page according to theexample embodiment of FIG. 8 is shown. In this embodiment four avatarsare associated with four different individuals. The avatars 104 are notall fish as in the embodiment shown in FIG. 1, but instead include aturtle, an octopus, and a person. This page includes a section forreporting step totals for each individual 154, and a section forreporting the level of the game 156, the group step total 158, and thedays the group has been participating in the challenge 160. As shown inFIG. 9, it is day 0 of the game challenge, and all values for theseitems are 0.

Referring to FIG. 10, a sample fitness profile page according to anexample embodiment targeted towards family use is shown. This embodimentis the same as that shown in FIG. 9, except this page shows datareceived regarding the individuals. The individual step totals for thefour individuals are set forth, as well as the game level, the totalsteps taken by the group, and the days into the challenge. As shown onthis page, on the second day of this challenge the avatar 104 associatedwith the individual identified as Brad has taken the most steps. In thisembodiment as individuals take more steps, they move farther down in thetank. Accordingly, Brad is positioned the lowest in the tank. Margie isthe individual in this embodiment with the fewest steps taken, and heravatar 104 is positioned highest in the tank.

In an exemplary embodiment a user's activity levels are determined bypedometers that measure the number of steps the user takes throughoutthe day. Pedometers are commonly available in the market, and are madeby many manufacturers including Sportline® Gaiam®, SportBrain® andFitLinxx®. Pedometers are typically carried by a person on their belt,waistband, or shoe for optimum accuracy. Vendors such as SportBrain® andFitLinxx® offer pedometers whose data can be uploaded to a computer andstored by the vendor in a data file corresponding to the user andavailable to the user online. Data from a pedometer may ether bedirectly uploaded to a computer via a USB connection, or may be uploadedautomatically through a wireless connection made between the pedometerand a remote access point that is connected to the computer via a USBport.

Referring to FIG. 11, a block diagram of hardware components to supportuser interaction with the system of an example embodiment is shown. Auser 200 is associated with a pedometer 152. The pedometer provides dataabout the user's activity level to a user computer 162. Data provided tothe user computer 162 may include the number of steps the user 200 hastaken, the distance traveled by the user, or other biometric informationsuch as calories burned. The pedometer 152 may provide this data for aparticular predetermined time period, or may send all data the pedometer152 has acquired since its first use. Once the user computer hasreceived this data, it sends the data to a remote data store 156. Aremote data store 164 is a computer or group of computers separate fromthe user computer 162 that records and stores activity data for one ormore users. Data sent from a user computer 162 to a remote data store164 may be sent via the internet. Remote data stores 164 may includethose data stores associated with Fitlinxx® and SportBrain® that recordinformation sent by their brand of pedometers. The remote data store 164stores data for different users in separate files, so that when queriedit can send data pertaining to a particular user or users. A gameapplication server 166 is a computer that runs the game application,including the creation of the game pages described above, and the webapplication associate with the game. Activity data used by the gameapplication server 166 to run the game application is received from theremote data store 164 via the internet or a local network, as long asthe remote data store 164 is accessible on the network. Software on thegame application server 166 further supports the registration of usersinto the game, the selection of user profiles, and the calculationsnecessary to determine the relative positioning of avatars of differentusers in the game. For a game such as that shown in FIGS. 1-5, the gameapplication server 166 performs the algorithms necessary to interpretthe activity records of different users as the visual display of thefish tank.

In some embodiments the game application server 166 periodically queriesone or more remote data stores 164 to update the activity level of apre-defined set of users for the recent past. For example, the gameapplication server 166 may query the remote data stores 164 every 24hours in order to get daily updates on the activity level of its users.Similarly, the game application server 166 also periodically checkswhether any user has updated his or her profile or changed thecharacteristics of the corresponding avatar. This information isreceived by the game application server 166 from the user computer 162at which the change has been made. The game application server 166stores changes as they are received so that when it performs itsperiodic updates such information is readily available. In someembodiments, when the game application server 166 updates userinformation the visualization automatically updates with the change, andit is not necessary to restart the game. For example, if a user changesthe color of their fish avatar, the fish automatically changes color onall screens being viewed by different users at that time, without theneed for the users to restart the game. In this way, a user can modifytheir avatar's appearance on one computer, such as a home computer, andtheir fish is automatically updated for everyone else watching thevisualization of the fish tank on different screens. Depending on thenetwork connection between the different user computers 162 and the gameapplication server 166, there may be a short time delay between when anupdate is made on one computer until it is visible on other computerscreens or touch screens.

In an embodiment as shown in FIGS. 1-5, the game application server 166determines correlation and similarity in the activity level and activitytiming of multiple users and provides a visual representation of theinformation by determining placement of the animated fish avatars 104 inthe fish tank 100. The correlation and similarity is calculated by analgorithm which may consider the activity of each user over a particulartime period, such as the past 24 hours, as an n-dimensional vector. Thecomponents of the vector may reflect the activity levels duringpre-determined intervals throughout the day, such as 20 minuteintervals. A unit vector for each user is computed, and a comparisonmatrix is calculated that contains the dot-product of every pair ofusers' unit vectors. These comparisons are then thresholded to decide onwhether to group the pairs of users, and averaged n-dimensional unitvectors are then computed for each group made. Then the groups are thengrouped, and the process continues recursively until a target groupcount is reached. The resultant groups of this algorithm are used tocreate “schools” of fish. Each school represents people with similaractivity levels and timing. It may also be that the position of theindividual fish, and by extension, of their schools in the tank is alsoa result of the similar activity level and timing of the usersrepresented by the school. For example, in some embodiments thoseschools of fish swimming near the top of the tank may represent userswho have higher activity levels than those in schools swimming near thebottom of the tank. In other embodiments the opposite may be true.

The diagram of FIG. 11 is only one embodiment of how the game system maybe constructed. In some embodiments there may not be a remote datastore, and once the user computer 162 receives data from the pedometer152 it may upload the data directly to the game application server 166.In other embodiments the game application server 166 may be directlylinked to remote access points that allow the game application server166 to wirelessly upload data from a user's pedometer 152. For example,if the game is played among employees in a particular office there couldbe a single remote access point that wirelessly uploads information fromdifferent users' pedometers as they walk by.

In some embodiments data acquired from remote data stores 164 could beshared by two game application servers 166, which may be responsible forhosting different games. Referring to FIG. 12, a diagram of hardwarecomponents to support user interaction with the system of an exampleembodiment is shown, where a central computer 168 acts as anintermediary between the remote data stores 164 and the game applicationservers 166. In this way, activity data sent from multiple remote datastores can be collected by the central computer 168 and disseminated tomultiple game application servers 166. This configuration may make iteasier to integrate new data stores since it can reduce the need toalter game applications each time a new data store is added. Similarly,it may make it easier to make new devices work with older gameapplications. The central computer 168 may be a single computer, ormultiple computers operating together via a common network.

Referring to FIGS. 13, and 14, a diagram of hardware components tosupport user interaction with the system of two different exampleembodiments are shown. In the embodiment shown in FIG. 14, the systemincludes a profile management system 170. The profile management system170 stores the profiles of different users and related data. Differentgame applications run in the game application servers 166, which canattach arbitrary metadata to user profiles. Through the use of a profilemanagement system, different game application servers 166 can readmetadata from one another. With a profile management system 170 it maybecome possible to share avatars, biographies, and user preferencesbetween different games, as well as for other types of cross-gameinteraction.

In an example embodiment, user biometric devices (e.g., pedometer) havefirmware that communicates via a specified protocol over a USB to asynchronization software application executing on the user's computer.The synchronization software application then communicates via aspecified protocol to a data store maintained by the device distributor.The protocols and related applications may be developed, documented, andpublished using Open Source products so that the data store is open to avariety of device manufacturers. As a result, the number of supporteddevices may be increased to facilitate participation of individualsusing many different types of devices from many different manufacturers.

While the embodiments discussed in FIGS. 1-10 include an underwatertheme with fish and other animals, other embodiments may have differentthemes. One possible theme is environmental, meaning that the moreengaged a user is the more the environment changes. In some embodimentsthe ability to perform tasks in a visual environment may be dictated bythe activity level of a user. One embodiment could take the form ofbuilding a beach resort and maintaining it for a period of time. Inother embodiments different pieces of the environment may becomeunlocked or more defined to a user depending on their activity level,such as allowing the user to complete a puzzle or a painting.

In some embodiments the user's reward for activity is the evolution oftheir avatar. The avatar could either evolve in size, shape, or color,or the avatar may evolve into a completely different type of avatardepending on the activity of the user. For example, in some embodimentsa player may start with a mouse avatar and depending on activity levelscould evolve up to an elephant avatar.

In other embodiments the user's reward for activity would be some typeof adventure for their avatar. The decisions regarding the adventurecould be dictated by the user's activity levels.

Also, in some embodiments the activity that the game is based on may bedifferent than just walking or something that is measured by apedometer. Activities could include any type of action that can bemeasured and transmitted to the game. Also, the means for inputting auser's activity levels into the game could be accomplished through theuse of biometric or other activity measurement devices, self-reporteddata, or a combination of both. Biometric devices may includepedometers, glucometers, weight scales, fitness equipment, or any otherdevice capable of reporting biometric information about a user.Self-reported data may be necessary when the activity meant to bepromoted by the game is not something that is easily measured bydevices, such as behavioral goals. Examples of behavioral goals includecaloric intake goals, and smoking cessation.

In some embodiments users may receive rewards for achieving a particularactivity level. Rewards could be either actual rewards such as gifts,gift cards, store credit, discounts at participating stores, specialoffers, or experience packages. Rewards may also be virtual rewards thatare simply fun to receive and show to other users, similar to thosefound in social networking games like Farmville, Restaurant City, orMafia Wars that are often associated with Facebook™.

While certain embodiments of the present invention are described indetail above, the scope of the invention is not to be considered limitedby such disclosure, and modifications are possible without departingfrom the spirit of the invention as evidenced by the claims. Forexample, other physical activities and related devices for measuringactivity may be used and fall within the scope of the claimed invention.In addition, a variety of avatars may be used and fall within the scopeof the claimed invention. One skilled in the art would recognize thatsuch modifications are possible without departing from the scope of theclaimed invention.

What is claimed is:
 1. A computerized method for displaying data relatedto physical activity comprising: (a) storing at a server for each of aplurality of computer users: (1) a user identifier; and (2) an avatar;(b) receiving at said server for each of said plurality of computerusers a plurality of biometric values; (c) calculating at said serverfor each of said plurality of computer users an activity valuecorresponding to said user's biometric values for a specified period oftime; (d) correlating said activity values of said plurality of computerusers to define a plurality of activity groups, each of said activitygroups comprising a target group count of users with similar activityvalues; (e) transmitting from said server to a computer display saidavatar for each of said plurality of users; and (f) transmitting fromsaid server to said computer display animation data to: (1) place saidavatars in each activity group on said computer display; and (2) movearound said computer display said avatars in each activity groupaccording to said correlated activity values for each of said activitygroups.
 2. The computerized method of claim 1 wherein transmitting fromsaid server to said computer display animation data comprisestransmitting animation data to simulate swimming.
 3. The computerizedmethod of claim 2 wherein storing at said server an avatar for said usercomprises storing a fish avatar.
 4. The computerized method claim 1further comprising: (g) receiving at said server a user's selection ofan avatar appearing on said computer display; (h) in response toreceiving said user's selection of an avatar, displaying a biometricvalue for said computer user associated with said avatar.
 5. Thecomputerized method of claim 1 wherein said biometric value is receivedfrom a device selected from the group consisting of: pedometers,glucometers, and weight scales.
 6. The computerized method of claim 1further comprising receiving from one of said plurality of computerusers a selection of a different avatar.
 7. The computer method of claim6 wherein receiving from one of said plurality of computer users aselection of a different avatar comprises receiving a selection of anavatar type, an avatar size, and an avatar color.
 8. The computerizedmethod of claim 1 further comprising receiving from one of saidplurality of computer users a request to view said computer user'sbiometric values over said specified period of time.
 9. The computerizedmethod of claim 1 further comprising: (g) receiving from said pluralityof computer users updated biometric values; (h) regrouping said avatarson said computer display according to new activity values calculatedfrom said updated biometric values; and (i) transmitting to saidcomputer display animation data to: (1) visually regroup said avatars;and (2) animate said avatars in new activity groups according to saidnew activity values.
 10. A computerized method of claim 1 wherein saiddisplay is a touch screen.
 11. A computerized system for displaying datarelated to physical activity comprising: (a) a computer database forstoring for each of a plurality of computer users: (1) a useridentifier; (2) an avatar; and (3) a plurality of biometric measurementsfor an activity time period; (b) a server in communication with saidcomputer database for: (1) calculating for each of said plurality ofcomputer users an activity value corresponding to said user's biometricmeasurements; (2) defining a plurality of activity groups by comparingsaid computer users' activity values to identify users with correlatedactivity values; (3) adding computer users with correlated activityvalues to one of said activity groups until a target group count isreached; (4) transmitting to a computer display: (A) said avatar foreach of said plurality of users; and (B) animation data to: (i) placesaid avatars in each activity group on said computer display; and (ii)move around said computer display said avatars in each activity groupaccording to said correlated activity values for each of said activitygroups.
 12. The computerized system of claim 11 wherein said animationdata comprises animation data to simulate swimming.
 13. The computerizedsystem of claim 11 wherein storing an avatar for said user comprisesstoring a fish avatar.
 14. The computerized system of claim 11 whereinsaid server further: (5) receives a user's selection of an avatarappearing on said computer display; and (6) in response to receivingsaid user selection, displays a biometric measurement for said selectedavatar.
 15. The computerized system of claim 11 wherein said biometricmeasurements are from devices selected from the group consisting of:pedometers, glucometers, and weight scales.
 16. The computerized systemof claim 11 wherein said computer display is a touch screen.
 17. Acomputerized method for displaying data related to physical activitycomprising: (a) storing at a server for each of a plurality of computerusers: (1) a user identifier; and (2) an avatar; (b) receiving at saidserver for each of said plurality of computer users a plurality ofbiometric values; (c) calculating at said server for each of saidplurality of computer users an activity value corresponding to saiduser's biometric values; (d) defining at said server a plurality ofactivity groups by: (1) correlating said computer users' activity valuesto identify users with similar activity levels; and (2) adding computerusers with similar activity values to one of said plurality of activitygroups until a target group count for said group is reached; (e)transmitting from said server to a computer display said avatar for eachof said plurality of users; and (f) transmitting from said server tosaid computer display animation data to: (1) place said avatars in eachactivity group on said computer display; and (2) move around saidcomputer display said avatars in each activity group according to saidcorrelated activity values for each of said activity groups.
 18. Thecomputerized method of claim 17 wherein said avatars are animated inactivity groups at varying heights, directions, and speed.
 19. Thecomputerized method of claim 17 wherein said plurality of biometricvalues are received over a defined time period.
 20. The computerizedmethod of claim 17 wherein said biometric values are from devicesselected from the group consisting of: pedometers, glucometers, andweight scales.